Fencer Archive

Thread: The difference between Brawlers, part 1

KageTora0
Mon Aug 04, 2003 7:24 pm
#1

I for one in getting kind of sick of people asking, 'What makes fencers so Great?' Here is the numbers, you do the math...
There are total bonuses At Master level. not accounting for the brawler tree at all, JUST the elite professions themselves.

TKA:
Melee Defense: +30
Ranged Defense: +30
Defense Vs Blind +10
Vs Posture Change: +30
Vs Stun: +15
Vs Dizzy: +5
Vs Knockdown: +20
Accuracy: +105
Speed: +90
Combat Equillibrium: +55
Damage: +68
Toughness: +29
Meditate: +100

Fencer:
Melee Defense: +24
Ranged Defense: +24
Defense Vs Blind: +20
Vs Posture Change: +40
Vs Blind: +20
Vs Dizzy: +20
Vs Itimidate: +20
Accuracy: +60
Speed: +65
Combat Equillibrium: +30
Toughness: +8
Alertness: +10
Dodge: +25

Heavy Swordsman:
Melee Defense: +20
Ranged Defense: +15
Defense Vs Itimidate: +20
Vs Dizzy: +20
Vs Posture Change: +10
Vs Stun +10
Vs Blind: +10
Vs Knockdown: +10
Accuracy: +60
Speed: +50
Toughness: +18
Counterattack: +25

Pikeman:
Melee Defense: +20
Ranged Defense: +15
Defense Vs Knockdown: +20
Vs Posture change: +30
Vs Dizzy: +30
Vs Stun: +30
Vs Blind: +20
Accuracy: +60
Speed: +50
Toughness: +18
Block: +20

--
As you can clearly See, if you want to be a cool brawler. go be a TKA. they have it in spades over everyone else. Otherwise, be afencer, or heavy swordsman, or Pikeman, because you like the concept.
As you can also see, there is nothing other than Alertness and Dodge that fencers have higher than anyone else.. oh wait.. no one else gets those, and the comparable skills are the same.

In summary. Fencers are neat, yes, Cool, yes, Better than TKA's Hell no, better than Hvy Sword or Pikemen.. eh... matter of opinion.



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Evia - Blademaster - Kettemoor

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KageTora0
Mon Aug 04, 2003 7:28 pm
#2

Ya know what my big question is..

Why do TKA's get 45 more accuracy than the rest of us?
and higher Melee/ranged defense...

and speed through the roof..


Ah well.. just a question..



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Evia - Blademaster - Kettemoor

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KageTora0
Mon Aug 04, 2003 7:35 pm
#3

For Master Brawler Add:

Accuracy +45 (each type)
Speed +25 (each type)
Toughness +25 (except Pikemen who are +13)
Melee defense +7 (+2 of which is found in the Unarmed tree)



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Evia - Blademaster - Kettemoor

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Anubis222
Mon Aug 04, 2003 7:45 pm
#4

The Reason Teras Kasi are so strong is because that is how they are. some of em can even resist the force.



'Holy Greedy little ______ BATMAN!"
KageTora0
Mon Aug 04, 2003 7:51 pm
#5

/mood sarcastic
Oh, sorry I missed the Force Resistance: +100 in the Master TKA skill.
/mood none



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Evia - Blademaster - Kettemoor

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DarthGanjookie
Mon Aug 04, 2003 11:32 pm
#6

thanks this is useful, now we just need it kept bumped forever



-----------------------------------------------------------
Ganj'ookie - Pirate Lord of Bloodfin
Ganjookie - Fencer/Medic/Scout - Test Center
http://www.playonline.com/ff11us/index.shtml
Ph34r t3h cut3 ONes!
Mondkind
Tue Aug 05, 2003 2:23 am
#7

In this context this question obtrudes to me:


What exactly do


Combat Equillibrium ??
Toughness ?
Alertness ?



----------------------------


Aniella (Gorath) Dancer/Fencer

FURY_Chaser
Tue Aug 05, 2003 7:39 am
#8

Toughness = how well you take a hit


basically makeing damage delt against you less.


what i am most curiuos about is HOW does the Acuracy vs Def actually play into the toHit factor.


is it


Base roll of random die 1-10 + Acuracy modifer +/- position, +/- range, -defense > base to hit


if that is a similar formula i can see why ranged has alot more hits than misses than brawlers. and why PvP is so short.


Solution Increase Def all around and increase ranged - mod while running, and brawler actualy able to hit and run at the same time.

Shadusdarkmour
Tue Aug 05, 2003 9:02 am
#9

funny i spot an error just looking at it. he left off fencer have 40 defense vs knockdown. That a big difference and one of our many strengths that put us on par with the tka's. Most of the rest seem right but i will have to double check before i belive him entirely.



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
Shadusdarkmour
Tue Aug 05, 2003 9:05 am
#10

one hand toughness iswrong too. I'm really starting to question the validity of his numbers.




Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
DToxWeaponsInc
Tue Aug 05, 2003 9:18 am
#11

Um, TKAs are damage-dealing kings. Their only weapons is AP 1, with atrocious HAM costs. They can attack all 3 Pools.


Fencers have Dodge, and good Defense stats. You have a choice between Stun Baton (stun damage,negates all armor), Ryyk Blade (great damage), and a Vibroblade (AP 1...for everything else). You also get lots of Speed bonuses, and your weapons are already fast. Vibroblades and Stun Batons are very, very light on the HAM costs.


Swordsmen get Counterattack. They also have a choice between a Power Hammer (AP 2, Blast damage, very slow), a Two Handed Curved Sword (AP 0, very, very good damage...arguably the most damaging Melee weapon right now...the ones I craft are 45 DPS, higher than even the Long Vibro Axes), and a Two Handed Cleaver (middle-of-the-road DPS, AP 1, light on the HAM). They can whack the Mind pool, which is just nasty. They get nice Area of Effect attacks, plus Posture Changing attacks. They ARE the Medic Killers.


Pikemen get Block. They can choose between the Long Vibro Axe (AP 2, massive damage), and the Vibro Lance (AP 1, Electric damage...bypasses LOTS of armor, and the damage isn't too shabby either). They have AWESOME status changing attacks, and Action hits, which can wreck havoc on just about any Marksman. Nice AoEs too.



Hmmmm...that's a pretty fair comparison, I'd think. If I want to be a Tank, I'd go with Pikeman or Fencer. If I want to be a Damage dealer, I'd go with TKA or Swordsman.




Master D'Tox - "Master Weaponsmith"

"You don't want to be on the bleeding edge of my technology"
Tatooine Vendor locations:
Mos Quito -3370 -6325
D'Tox Auction Drop Off: -3285 -6030
KageTora0
Tue Aug 05, 2003 3:09 pm
#12

My bad, thanks for catching those. I just went over my notes where I was jotting down numbers from the skill screen in game. Bazik you seem to have caught all me errors. sorry for the mistakes y'all.. just a case of hasty fingers



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Evia - Blademaster - Kettemoor

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Bazik
Wed Aug 06, 2003 12:11 am
#13

I just used swgcenter.com to add and verify all the numbers. The ones with *'s are the ones that were added or changed. Let me know if you see any problems.


TKA:
-Melee Defense: +30
-Ranged Defense: +30
-vs Posture Change(down): +30
-vs Knockdown: +20
-vs Blind +10
-vs Stun: +15
-vs Dizzy: +5
-Accuracy: +105
-Speed: +90
-Combat Equillibrium: +55
*Toughness: +37
-Damage: +68
*Meditate: +95


Fencer:
-Melee Defense: +24
*Ranged Defense: +19
-vs Posture Change(down): +40
*vs Knockdown: +40
-vs Blind: +20
-vs Dizzy: +20
-vs Intimidate: +20
-Accuracy: +60
-Speed: +65
-Combat Equillibrium: +30
*Toughness: +10
-Alertness: +10
-Dodge: +25


Heavy Swordsman:
-Melee Defense: +20
-Ranged Defense: +15
-vs Posture Change(down): +10
*vs Knockdown: +25
-vs Blind: +10
-vs Dizzy: +20
-vs Intimidate: +20
*vs Stun +30
-Accuracy: +60
-Speed: +50
-Toughness: +18
-Counterattack: +25


Pikeman:
-Melee Defense: +20
-Ranged Defense: +15
-vs Posture Change(down): +30
-vs Knockdown: +20
-vs Blind: +20
*vs Dizzy: +40
-vs Stun: +30
-Accuracy: +60
-Speed: +50
-Toughness: +18
-Block: +20




0101010101010101010101010
1010101010101010101010101 SIRUSS | Jedi
0101010101010101010101010 CIKAR | Bounty
1010101010101010101010101 STANDARD | Armorman
0101010101010101010101010 ADROIT | Jedi
1010101010101010101010101
0101010101010101010101010 Vendor -2666 -6066
1010101010101010101010101 Tatooine
0101010101010101010101010



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